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Uncharted 4: Gameplay mechanics discussion, thoughts, and hopes

This thread is for the discussion of the gameplay mechanics including stealth, combat, AI, and more in Uncharted 4: A Thief's End. Story discussion and speculation is also welcome but not the focus.
Here is the video for reference:

https://www.youtube.com/watch?v=Ow2cL-pp6p8

Please freely discuss what was shown in the PSX debut, as well as what you'd like to see and what ND should take from The Last of Us or other games.

Please do NOT bring up graphics comparisons or discussions here. That can go in the other thread
 
The gameplay looks steps above the last 3. The rope mechanic looks fun as fuck (here's to hoping there's a MP map with a bunch of swing points), and the animations, specifically in the climbing/jumping are very smooth looking.

Cannot wait.

Furthermore: I'm digging the addition of a crouch button - and I also liked the white outline for the nearby enemy, taken from The Last of Us.
 
The gameplay looks steps above the last 3. The rope mechanic looks fun as fuck (here's to hoping there's a MP map with a bunch of swing points), and the animations, specifically in the climbing/jumping are very smooth looking.

Cannot wait.

Yup. I do hope the rope mechanic is really dynamic, the one in the video looked a bit too convenient as in "we put this here specifically so you could take down this enemy"
 
The level design is just amazing. It offers much more freedom than the other games in the franchise.

And combat looks so fluent and dynamic :D
 
Really like what I seen they really step it up in this one.

Sliding,swinging,shooting, hiding, and fist fights just all types of awesome.
 
I'm just happy that it seems like they're emphasizing player agency in combat. I highly doubt that you'll be able to do anything crazy like a no kill run, but I'm glad to see that it looks like the player is given the option to do what they want to do for the most part. I just hope that that extends throughout the whole game. I also really liked the way the preview map was designed (like an arena of sorts) and the grappling hook looks all kinds of badass. It really built up my hype for the game.
 
Hopefully each level has it's own set of mechanics and expansiveness that give players many opportunities to make their own fun instead of relying on set pieces/very barebones stealth mechanics. Uncharted 4 shows that at least one level does do that, and it looks fantastic.
 
The gameplay looks steps above the last 3. The rope mechanic looks fun as fuck (here's to hoping there's a MP map with a bunch of swing points), and the animations, specifically in the climbing/jumping are very smooth looking.

Cannot wait.

Furthermore: I'm digging the addition of a crouch button - and I also liked the white outline for the nearby enemy, taken from The Last of Us.

Oh god yes, I hadn't thought of the MP. Damn it will be fun.

I'm not sure about there being a crouch button. Did he ever crouch outside of the bushes?
 
I'm just happy that it seems like they're emphasizing player agency in combat. I highly doubt that you'll be able to do anything crazy like a no kill run, but I'm glad to see that it looks like the player is given the option to do what they want to do for the most part. I just hope that that extends throughout the whole game. I also really liked the way the preview map was designed (like an arena of sorts) and the grappling hook looks all kinds of badass. It really built up my hype for the game.

Yeah, I loved how in TLOU combat was often unnecessary.

The part in
the outskirts where you escape the city and go through that ruined town
I just booked it through to the end without engaging anyone.
 
Looks fantastic. Love the new grappling hook and climbing mechanics, melee takedowns etc. Stealth looks way more worthwhile too.

The setting interests me the most. I wonder what the story actually is, and where it's going to take us since we've only seen the island so far.
 
Like I said last night, this is exactly how I would have evolved Uncharted's combat. More open design, more mobility, more verticality, more flexible stealth and finally some good weapon sounds.
 
liked the new additions and improvements.

verticality is a plus and so is the bigger level. uncharted always felt like it would benefit from a more vertical playground.

can't judge how melee is going to be. there were no prompts so not sure what to make of those melee encounters.

didn't like traversal i.e. the first part of the demo. they really should have us do something while traversing. or maybe we can have more platforming. traversal is seriously lacking compared to the other aspects of the demo.

cover being destructible is great. even the rocks/boulders get chipped away.
 
Based on the demo, they have a great foundation for some really fun gameplay and level design.

Now they just gotta flesh it out, polish up the story and graphics, and we'll be in GOTY territory again.
 
Do we know if Bruce was playing on easy? The enemies seem way less spunky. They were going down with two or three shots and I loved that. The verticality and the stealth looks good too. It seems like the combat encounters will be more sandbox-y this time.
 
The vericality of the gameplay looks great. The enemy encounters look amazing thanks to AI ripped out of the last of us. How stealth can be integrated into the combat and gunplay seemlessly has me excited. Looks to be the most varied game naughty dog has made gameplay wise. Cannot wait to play it. Hope the whole game has a lot of these open environments.
 
It looks like they ripped a few pages of AC (hiding in the bushes) and latest Tomb Raider (wall climbing with picks in specified sections, grappling hook). Which is not a bad thing. It's a shame the melee doesn't seem much better.
 
I like the fact there's so many options for dealing with enemies and, if the rest of the game is the same, that you aren't limited to chest high walls and taking cover, only moving when a grenade is thrown at you.

I also am glad that being spotted doesn't mean enemies can suddenly see through walls and you can return to a more stealth based approach, even if the enemies are now actively looking for you.
 
I'm blown away by how seamlessly ND incorporates the melee scripting. The way Drake jumps off, hooks the branch with his rope, suplexes the fuck outta that dude, grabs his gun in mid air and starts shooting is mind blowing. Truly another level.
 
The animation during combat scenarios looks massively improved; the transitions especially. Not a fan of Drake's "Whoa whoa whoa whoooaaaaa" noises, but whatever.

Here's to hoping for some great puzzle solving sequences and less gunplay (or at least more chances to avoid it).

Also, for an alpha, running damn good too. 30fps seems a lock and that's important to make these movement transitions feel snappy.
 
from the uc 4 gameplay thread, i posted my opinion on the gameplay:
My thoughts on the demo:

Really liked that naughty dog chose to show a core moment to moment gameplay instead of a setpiece, firstly because the uncharted series setpieces were spoiled way too before the game released and i can't control myself to watch these pre-release videos. I hope that they take a the last of us approach in terms of what they reveal before the release of the game.

The gameplay of tlou was great because of how replayable it made the game to me, the game already has a really nice pacing, and i love exploring the game mechanics and the different approachs that i can make. not only that but also the fact that different conversations happen very often or if they are repeated, they are quick and well made enough for me to enjoy it again. Sometimes in uc 2 and 3, when i tried to go stealth, i sometimes encountered an impossible obstacle that i had to tackle the situation in an offensive manner. In uc3, if you take down every single enemy in the session before you enter the airplane, when you need to climb up to the roof, there will be two guards next to each other, if i take one down, the other is alerted. The problem is, if you alert the guy, the game spawns other enemies even if you killed everyone else. because of this, some parts of the combat in the uncharted series were a little restrictive.

so when they showed the new combat in this demo, i was wowed, they introduced new items in this demo (i don't know if they will introduce other ways to traverse the land, i hope so, it would be very cool!), and the stealth had a much bigger emphasis in it, you now can even break line of sight, run away without killing everyone, sneak up and stealthly kill them. a lot of options! the level was also huge, much bigger than even ship graveyard. and now with the stealth refined, you won't have some of the problems you had when playing those sections. this will make the game VERY replayable, and it will expand the gameplay a looooot! seriously impressed by it. maybe i played too much uncharted and the last of us, but i think these refinements will make the game much more enjoyable to a lot of people, even if they don't notice it right now. the hook and dagger are cool additions too, making the verticality and flexibility of the gameplay even bigger, props to the guys and girls at nd responsible for this.

another thing that i noticed was that they implemented these "narrative" scenes like in tlou where you can go to a point of interest, press triangle, and nathan will comment on it. it will make exploring the game much more fun than looking for the relics too (specially because those were generally too out of the common path).

nathan also took a note from that dead guy and put it on his note, what would that be? hints to a side treasure? or would it be like the notes from tlou (where some of them had codes and hints for vaults and items if you explored the houses and places of the game). would be very cool for the collectables to be these notes. I think that the map behind the note is just cosmetic, do you think that it can lead to a side treasure like i said before? the demo tried to compress the moment to moment gameplay, so if they included that, it can have some kind of importance to the game.

Oh and nathan has a brother? WHAT? i will be very cool to see them banter, specially that it's troy baker (would be cool to see james mccaffrey as his older brother, making monologues just like his little brother haha, but i love troy so it's not a problem).


anyway, loved the enhancements to the uncharted formula, and they brought the best parts of the tlou gameplay to uc without uc losing its owns characteristics.


i wonder what changed from amy stepping down to neil/bruce taking the helm. they didn't scrap everything altogether, but the game seems very far along since they took the helm, officially at least, in march.
 
It looks like they ripped a few pages of AC (hiding in the bushes) and latest Tomb Raider (wall climbing with picks in specified sections, grappling hook). Which is not a bad thing. It's a shame the melee doesn't seem much better.

Characters have been hiding in bushes and grass a long time before AC.
 
Do we know if Bruce was playing on easy? The enemies seem way less spunky. They were going down with two or three shots and I loved that. The verticality and the stealth looks good too. It seems like the combat encounters will be more sandbox-y this time.

Since the demo wasn't designed to account for him dying (lack of death animation glitch) I would assume he was indeed playing easy.
 
I was extremely happy to see it being so rooted in TLoU's design. I was concerned about going back to UC would mean going back to UC's design. UC4 looks to pick up from TLoU while including the more aggressive and arcadey shooting action. It looks so fun.

Obviously it's not going to look so cool when we play it, but the evidence is there that it'll be very dynamic and flexible. I was also very pleased to see it debut with fundamental gameplay, not some setpiece.

I hoped it'd be what it is, but I'm pumped to see it confirmed.
 
I'm just happy that it seems like they're emphasizing player agency in combat. I highly doubt that you'll be able to do anything crazy like a no kill run, but I'm glad to see that it looks like the player is given the option to do what they want to do for the most part. I just hope that that extends throughout the whole game. I also really liked the way the preview map was designed (like an arena of sorts) and the grappling hook looks all kinds of badass. It really built up my hype for the game.
I think Naughty Dog has been moving in the direction of this game for a long time.

In Uncharted 2 they talked about action stealth and the dynamic stealth seen in this demo has that.

In Uncharted 3 and The Last of Us they used the terms wide-linear which this level also had.

There were a lot of people that didn't like the most open parts of Uncharted 3 so them emphasizing that they don't need spectacle and show what I consider mechanically interesting gameplay is quite a statement.
 
The gameplay is pretty much exactly what I wanted. The ability to approach encounters in multiple ways like The Last of Us. I also love how Drake is no longer an enemy magnet! Being able to hide from enemies after being discovered is another welcome addition from The Last of Us.
 
The combat feels like a step above 3 due to the verticality of the level, but the game still has too little progress in everything else. It seems to follow the same formula of explore a small zone with a predetermined path and shoot a hundred enemies in the zone after it. I would like to have "more" alternative gameplay mechanics. It's already been 4 games that pretty much reuse the same pattern, even TLOU suffered from this.
 
They are basically combining the best elements of The Last of Us and Uncharted mechanic wise.

Looks like level design is going to be far more open ended, and allow complete stealth and the ability to completely ignore engagements with enemies, as shown when there were at least half a dozen people still in the area when he roped out and left. Also it seems for at level, the game seems to have lots of verticality, which makes for extremely interesting stealth and firefights.

This is obviously taken from the engagement design of TLoU, which allowed complete stealth until engaged, which then went into an alert mode that stays permanent for all enemies in the area.

Melee seems to be much more fluid and dynamic like TLoU, along with the aiming system with a quick "snap on" headshot, which was used under specific situations with TLoU.

Actually, the more I look, the gameplay seems to resemble TLoU more than Uncharted. The only difference is it's much faster paced with more ammo and booms.
 
The level they showed, had a lot of verticality, a very complex and diverse design, and seemed fairly open to move around in and interpret.

I want that for the whole game, with a couple of good set pieces and non-fight sequences sprinkled in.

What i DON'T want, is set piece after set piece, far too long walking simulation moments and, especially flat rooms full of enemy waves to mow down mindlessly.
Uncharted 3, Ship Graveyard aside, was far too much of this and Uncharted 1, too, had far too many uninterestingly designed "arenas" to fight in.

Basically: complex and vertical level design for good and varied fights.
examples: Village Siege in U2, Ship Graveyard in U3, The demo we just saw, in U4.

Also, less spongey enemies would be great.
 
I wish he had a little more weight to him. When he lands or scrambles off a ledge to make a jump, there's is still that delay. You can tell it's the same underpinnings. That little bit of animation jank I was hoping would be tightened up for a next gen release if we ever saw one. Still, a lot of it looks so good to me.

Can't wait to see a city environment. Hopefully there is one like in 2 and 3. Some of the most fun I've had with the games is in them.
 
I was extremely happy to see it being so rooted in TLoU's design. I was concerned about going back to UC would mean going back to UC's design. UC4 looks to pick up from TLoU while including the more aggressive and arcadey shooting action. It looks so fun.

Obviously it's not going to look so cool when we play it, but the evidence is there that it'll be very dynamic and flexible. I was also very pleased to see it debut with fundamental gameplay, not some setpiece.

I hoped it'd be what it is, but I'm pumped to see it confirmed.


didn't see a lot of tlou in there. sneaking has always been in uncharted.

they have also done the stealth-or-rambo in uncharted 3. syria is one example of it. you can either stealthily kill the guards in the castle or go rambo and face reinforcements.
 
It does look like they took the Last of Us for inspiration and at least some of the encounters don't require you to completely slaughter everyone to progress.
 
I don't like open world,

but I would love there to be branches in gameplay.

maybe you can defeat all of them with hide and seek moves. Maybe swinging and dropping on them. And thats what I saw.

So hopefully they expand on that thur out the game.

Also.. falling on a stream and fighting off enemies and trying to get off the stream before a waterfall is something I want to see. I just do.
 
Really like what I seen they really step it up in this one.

Sliding,swinging,shooting, hiding, and fist fights just all types of awesome.

Like I said last night, this is exactly how I would have evolved Uncharted's combat. More open design, more mobility, more verticality, more flexible stealth and finally some good weapon sounds.

I concur. I wonder if the CQC will be altered for multiplayer to more of a paper rock scissor method or if it will stay the same.
 
I wish he had a little more weight to him. When he lands or scrambles off a ledge to make a jump, there's is still that delay. You can tell it's the same underpinnings. That little bit of animation jank I was hoping would be tightened up for a next gen release if we ever saw one. Still, a lot of it looks so good to me.

Can't wait to see a city environment. Hopefully there is one like in 2 and 3. Some of the most fun I've had with the games is in them.

I noticed the weight thing too, bugged me in previous games as well. Infamous suffers the same thing. It's curious because I felt like Joel's weight and sense of impact in TLOU was nicely done.
 
The level they showed, had a lot of verticality, a very complex and diverse design, and seemed fairly open to move around in and interpret.

I want that for the whole game, with a couple of good set pieces and non-fight sequences sprinkled in.


What i DON'T want, is set piece after set piece, far too long walking simulation moments and, especially flat rooms full of enemy waves to mow down mindlessly.
Uncharted 3, Ship Graveyard aside, was far too much of this and Uncharted 1, too, had far too many uninterestingly designed "arenas" to fight in.

Basically: complex and vertical level design for good and varied fights.
examples: Village Siege in U2, Ship Graveyard in U3, The demo we just saw, in U4.

Also, less spongey enemies would be great.

I agree. That would make for the best Uncharted game imo.
 
The game felt very dynamic, moreso than the other Uncharted games.
I am much more impressed by the gameplay than I expected to be.
 
Melee was always a weak part of Uncharted and it seems to have improved a bit.

Gunplay always broke down when you got too close, so melee was a quick "take care of this guy" and move on. It still sort of feels like that, but now it's less clumsy. It feels like you can intentionally make an approach to end an engagement. It also looks very organic now.
 
I noticed the weight thing too, bugged me in previous games as well. Infamous suffers the same thing. It's curious because I felt like Joel's weight and sense of impact in TLOU was nicely done.


probably because it is a more realistic, grounded game.

it is like saying the gun sounds are unrealistic. it was a design choice too. i wouldn't want to hear battlefield-level of gun noises very time i shoot. gets too loud and old after a while and it doesn't match the nature environment so they mute it down a notch.
 
Crumbling cliffs had a small appearance, I want to see the whole side of a mountain sliding into mud and a lot of crazy platforming with ropes and grabbing to moving ledges on falling and rotating boulders to stay alive.

if you can throw the boulder sequence to not be scripted, but be more dynamic, something new every time, then I will be more than pleased.
 
I don't mind the open ended stuff but I still want there to be some of those classic Uncharted linear moments

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